Merge branch 'BBHoodsta/GLdc-master'
This commit is contained in:
commit
62088d3191
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@ -186,11 +186,12 @@ void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
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0.0f, 0.0f, 0.0f, 1.0f
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};
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vec3f_normalize(x, y, z);
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float r = DEG2RAD * angle;
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float c = cos(r);
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float s = sin(r);
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vec3f_normalize(x, y, z);
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float invc = 1.0f - c;
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float xs = x * s;
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float zs = z * s;
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@ -11,6 +11,8 @@ all:
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$(KOS_MAKE) -C nehe02va all
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$(KOS_MAKE) -C nehe02de all
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$(KOS_MAKE) -C nehe03 all
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$(KOS_MAKE) -C nehe04 all
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$(KOS_MAKE) -C nehe05 all
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$(KOS_MAKE) -C nehe06 all
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$(KOS_MAKE) -C nehe06_vq all
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$(KOS_MAKE) -C ortho2d all
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29
samples/nehe04/Makefile
Normal file
29
samples/nehe04/Makefile
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@ -0,0 +1,29 @@
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TARGET = nehe04.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist:
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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94
samples/nehe04/main.c
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94
samples/nehe04/main.c
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@ -0,0 +1,94 @@
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#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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GLfloat rtri;
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GLfloat rquad;
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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// draw a triangle (in smooth coloring mode)
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glRotatef(rtri, 0.0f,1.0f,0.0f);
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glBegin(GL_TRIANGLES); // start drawing a polygon
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glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top
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glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // we're done with the polygon (smooth color interpolation)
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glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
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glLoadIdentity();
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glTranslatef(1.5f,0.0f,-6.0f);
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glRotatef(rquad,1.0f,0.0f,0.0f);
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// draw a square (quadrilateral)
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glColor3f(0.5f,0.5f,1.0f); // set color to a blue shade.
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
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glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // done with the polygon
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rtri += 0.2f;
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rquad -= 0.15f;
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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DrawGLScene();
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}
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return 0;
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}
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0
samples/nehe04/romdisk/PLACEHOLDER
Normal file
0
samples/nehe04/romdisk/PLACEHOLDER
Normal file
29
samples/nehe05/Makefile
Normal file
29
samples/nehe05/Makefile
Normal file
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@ -0,0 +1,29 @@
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TARGET = nehe05.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist:
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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147
samples/nehe05/main.c
Normal file
147
samples/nehe05/main.c
Normal file
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@ -0,0 +1,147 @@
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#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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GLfloat rtri;
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GLfloat rquad;
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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// draw a triangle (in smooth coloring mode)
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glRotatef(rtri, 0.0f,1.0f,0.0f);
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glBegin(GL_TRIANGLES); // start drawing a polygon
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// Front Face
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glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top
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glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
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glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right
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glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
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glVertex3f(1.0f,-1.0f, 1.0f); // Bottom Left
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// Right Face
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glColor3f(1.0f,0.0f,0.0f); // Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
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glColor3f(0.0f,0.0f,1.0f); // Blue
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glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
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glColor3f(0.0f,1.0f,0.0f); // Green
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glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
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// Back face
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glColor3f(1.0f,0.0f,0.0f); // Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
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glColor3f(0.0f,1.0f,0.0f); // Green
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glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
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glColor3f(0.0f,0.0f,1.0f); // Blue
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glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
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// Left face
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glColor3f(1.0f,0.0f,0.0f); // Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
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glColor3f(0.0f,0.0f,1.0f); // Blue
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glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
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glColor3f(0.0f,1.0f,0.0f); // Green
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glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
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glEnd(); // Done Drawing The Pyramid
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glLoadIdentity();
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glTranslatef(1.5f,0.0f,-7.0f); // Move Right And Into The Screen
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glRotatef(rquad,1.0f,1.0f,1.0f); // Rotate The Cube On X, Y & Z
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glBegin(GL_QUADS); // Start Drawing The Cube
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// Top
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glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
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glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
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glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
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glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
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glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
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glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
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glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
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glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
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glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
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glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
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glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
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glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
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glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
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glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
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glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
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glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
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glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back)
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glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back)
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glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back)
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glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back)
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glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
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glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
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glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
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glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
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glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
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glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
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glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
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glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
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glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
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glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
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glEnd(); // Done Drawing The Quad
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rtri += 0.2f;
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rquad -= 0.15f;
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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DrawGLScene();
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}
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return 0;
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}
|
0
samples/nehe05/romdisk/PLACEHOLDER
Normal file
0
samples/nehe05/romdisk/PLACEHOLDER
Normal file
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Block a user